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[BETA]:Reneer's Guard Overhaul 2.5

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#1
Reneer

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File Name: Reneer's Guard Overhaul 2.5
File Submitter: Reneer
File Submitted: 16 Jul 2010
File Updated: 05 Aug 2010
File Category: Co-Op Beta Testing

Reneer's Guard Overhaul 2.5 Testing
By: Reneer
E-mail: unusedacct at comcast dot net


Hello testers,

This is version 2.5 of my Guard Overhaul mod. I would hope that it doesn't need much of an introduction.

Some of you might be wondering why there's a jump in version numbers from 2.08 to 2.5 - this is because 2.5 has been coded from scratch (well, in most places) and a lot of RGO's earlier "fluff" has been cut out, leaving behind the bare essentials. But with new code comes new issues and I'm looking for some testers to help me out, especially because I don't have as much time to devote to modding as I once did.

In order to get this running, I would request that you:
1. Disable any previous versions of RGO you have running (via the Data Files menu). This one is more of a requirement.
2. Run OBSE v18 and Pluggy (any version). This will help me debug any issues with the mod, along with your own feedback.

Installation:
1. Unzip both RenGuardOverhaul25.esp and RenGuardOverhaul25.bsa to your \Oblivion\Data directory.
2. Tick on RenGuardOverhaul25.esp in your Data Files menu.

Uninstallation:
1. Untick RenGuardOverhaul25.esp from your Data Files menu.

Credits:
Me, basically. RGO 2.5's ReadMe will include credits to the Guild as well as the OBSE Team.

Specific things I would like tested:
1. Guard interaction - fighting Guards, pickpocketing from Guards, assaulting Civilians, stealing in shops, etc.
2. Jail - getting into (and out of) jail. Particularly what Guards will do when you break out illegally.
3. Sending NPCs to jail - RGO includes a feature (which has been recoded) that sends NPCs to jail instead of having the Guards kill that NPC. This can be easily tested by opening up the console and using SetCrimeGold on any NPC (except Guards). The NPC should then be accosted by a Guard and then walk to the nearest jail, and then walk into a cell, which should lock behind them.

I will be updating this mod with some new features as time goes by, but I want to make sure that the core essentials are in place before I make any major additions. I greatly appreciate any help you can give me in this endeavor.

Click here to download this file
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#2
InsanitySorrow

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I've DL'd this, I'll test as soon as I can :clap:
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#3
Zaldir

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I will test this as soon as I can. (Just got to get home^^)
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#4
Vouivre

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I'll give the mod a run through. The new additions should be amusing and I've always wanted to see how brutal jailbreaks could be. I'll have results probably later tonight or tomorrow.
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#5
Reneer

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Thanks for all the help, guys. :dizzy:
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#6
Vouivre

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Alright, I don't know if this is a problem on my end or not. I have OBSE 18(stable version up) and pluggy. Here's what I found so far that doesn't work. I'll double check.

1. Menu is not complete as there's a couple of options which do not pop up the window. The ones I have tried work fine. Clicking Done does not close menu out either I'll double check on this after.

The NPC arrest seems to work, I don't hear them say their line, but the NPC is following the guard out of the city and to the Prison. I'll check and see if they're locked up as they should be or not.

Edited by Vouivre, 26 July 2010 - 11:38 PM.

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#7
Reneer

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Alright, I don't know if this is a problem on my end or not. I have OBSE 18(stable version up) and pluggy. Here's what I found so far that doesn't work. I'll double check.

1. Menu is not complete as there's a couple of options which do not pop up the window. The ones I have tried work fine. Clicking Done does not close menu out either I'll double check on this after.

The Configuration Menu is a little wonky / broken because I'm trying to remove some unused portions without having to write the whole thing all over again. Perhaps I'll just write a PHP script to do it for me or something.

2. SetCrimeGold was tested and the guards did not chase down or give their speech. Npc I tried was Eliene Pierrick(forgot spelling) she's in the Market District. Chose this area because it is closest to the IC prison disctrict.

I'll double check and pull up the results of pluggy later. I'm testing again with a new character and going on from there.

Hmmm. The SetCrimeGold should have worked (I tested it out using SetCrimeGold and making sure the NPC didn't have enough gold to pay). I'll have to see the Pluggy output to know more.
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#8
Vouivre

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just edited my responce >.< But the crime gold works. just was expecting to hear the line.

Edit: Alright, despite the pathing issues(not easily fixed/worth while) NPC was lead into the prison. She remained in the hallway, but the overall scheme of the npc being brought to prison worked perfectly fine. I'll test jail breaks later. I need to clean my Load Order a bit.

Edited by Vouivre, 26 July 2010 - 11:46 PM.

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#9
Reneer

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just edited my responce >.< But the crime gold works. just was expecting to hear the line.

Edit: Alright, despite the pathing issues(not easily fixed/worth while) NPC was lead into the prison. She remained in the hallway, but the overall scheme of the npc being brought to prison worked perfectly fine. I'll test jail breaks later. I need to clean my Load Order a bit.

Hmmm. I was having trouble getting the guards to vocally "arrest" the NPC - not sure why that is, since the behavior worked just fine in earlier versions of RGO (the Guard would "arrest" the NPC).

As for the pathing, I'm glad that is working. The NPC not walking into jail is a little odd - what jail was it? I only tested the IC jails, myself, and it worked just fine there. I would really appreciate getting a chance to look at the RGODebugFile, which is automatically created when you run RGO, OBSE and Pluggy together. It's in your My Documents\My Games\Oblivion\Pluggy\User Files\RGODebug.
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#10
Vouivre

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It was the IC prison. They followed the guard quietly. No guard running or anything unlike when the player gets arrested. Followed from the marketplace to the prison and down to the cell. The pathgrid(I believe they follow it randomly) and how she moved she got stuck outside of her cell. doors closed and she just stood outside in the hallway. They did nothing, as the script made them believe that she was behind the bars when the doors closed. I believe that she didn't enter the prison because there was a couple of npc guards down there on patrol. So it could be an odd bug with npc's getting in the way of another. She was walking into the prison and would have entered the cell if there was not the extra guard there. From what I see overall everything works fine. Just the pathgrids may cause a problem with congested hallways. I've managed to do that many times, it tricks the npc to finish the script and then they stand there. Here's the latest pluggy report.

Spoiler

Edited by Vouivre, 27 July 2010 - 12:48 AM.

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#11
Reneer

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It was the IC prison. They followed the guard quietly. No guard running or anything unlike when the player gets arrested. Followed from the marketplace to the prison and down to the cell. The pathgrid(I believe they follow it randomly) and how she moved she got stuck outside of her cell. doors closed and she just stood outside in the hallway. They did nothing, as the script made them believe that she was behind the bars when the doors closed. I believe that she didn't enter the prison because there was a couple of npc guards down there on patrol. So it could be an odd bug with npc's getting in the way of another. She was walking into the prison and would have entered the cell if there was not the extra guard there. From what I see overall everything works fine. Just the pathgrids may cause a problem with congested hallways. I've managed to do that many times, it tricks the npc to finish the script and then they stand there. Here's the latest pluggy report.

Ah, I see. That I can code around pretty easily. Thanks for pointing it out. :dizzy:
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#12
Vouivre

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No problem. I came across an odd little thing though, not sure what caused it. I was thrown into prison and couldn't pick the lock. So consoled "unlock" on the gate and activated it. Still no good. So tcl'd out of it and escaped that way. Only thing I'm wondering is in the IC prison is it brighter in there on purpose? I'm wondering because I have the let there be darkness and ambiant dungeons installed.

I survived, just by running for dear life, I hung around outside for awhile running to the prison sewers waited a bit in there, then came back with no problems. They probably forgot quickly all about the grand escape. So, not exactly sure there what went on.
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#13
Reneer

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Updated the download to include the cell door fixes and a new feature: If, in the Configuration Menu, you find an error, press the Space Bar and it will be noted in the RGODebugFile, which will help me figure out how to fix the menus easily. Still not quite sure why Guards won't vocally "arrest" NPCs just yet. Behavior on that seems hit-or-miss.
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#14
Vouivre

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I'll download now, I'm trying to fix an interface issue, that dark darn UI seems to have missed and I should comment on the page for it.

I'll run through the tests like before probably tomorrow. npc arrest, check out your new npc being thrown behind bars(bout time they should be arrested, still haven't see one steal anything yet oddly) and the menus. Anything else you want tested or broken to be fixed?
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#15
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I'll download now, I'm trying to fix an interface issue, that dark darn UI seems to have missed and I should comment on the page for it.

I'll run through the tests like before probably tomorrow. npc arrest, check out your new npc being thrown behind bars(bout time they should be arrested, still haven't see one steal anything yet oddly) and the menus. Anything else you want tested or broken to be fixed?

Mostly I just want to make sure that Guard -> Player functionality works (guards properly arrest the player, etc).

I'm also looking for any suggestions you all may have regarding what I should try to "put back" during RGO's recode, since a lot of stuff was removed when I started from scratch (Disguises, bribing Guards, etc).
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#16
Vouivre

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I personally liked the idea of being able to bribe guards, this becomes easier with the Birth sign revamp where I can get like 300-500 gold in random containers. amongst other nifty things. Haven't really tried the disguises much but I like the idea, I've been busy today so I'll download/upgrade the file. and will go on from there.
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#17
Khettienna

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I have a few things to report that haven't been touched on yet.

In Bruma, I punched Hafid Hallowleg in the face in his inn with one witness, who fled. I kited him outside, where he continued to pursue me, and the guards jumped him instead of me.

I also stole a potion bottle from The Golden Carafe in IC. Claudette was mad about it, but as soon as I initiated dialogue with her, she went right back to normal like it had never happened. I did get a bounty of 7035 septims, however, and was arrested after leaving.

Punching a guard in the face certainly does start combat. I noticed he frequently said, "You should have just paid the fine!" during combat, however, I hadn't resisted arrest.

I had no trouble with the general going to jail process, the serving time process, paying gold process, or breaking out process.

Two things to keep in mind:

I normally play lawful characters, or stealth characters, so I am not as familiar with the vanilla crime mechanics as maybe I should be. Most of my going to jail experiences have been quest-related, or accidental (before the invention of PiiiP).

"No Psychic Guards" is in my load order currently, though I have your mod loading absolutely last (after Bashed Patch and everything). I can't think of any other mods I have running that may affect yours - my game is fairly vanilla-esque.

Here's a log! Couldn't [ spoiler ] it 'cause too long.
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#18
Joben

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File downloaded, I'll get to testing ASAP.
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#19
Reneer

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Khett, thank you for the report - that is really helpful. And it shows how spammy parts of the new debug system are too...

Edit: Fixed the issue that was causing the huge crime-gold amounts (but I haven't uploaded a fixed ESP yet here) - now I'm just trying to get the Doyan + guard bribe functionality back into the mod and it should be just about ready for release.
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#20
Reneer

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Updated RGO 2.5 Testing file with some new changes:
1. Gray Fox Cowl should work properly.
2. Doyan gold-removal should now work.
3. Guards can be bribed again.
4. Removed some spammy debug writes from the scripts.
5. Fixed steadily-increasing crime gold issue.
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